Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus

ABSTRACT

By transmitting function information indicative of functions of a game machine manipulation device CT 10,  previously stored therein, to a game machine main body  27  with a command from the game machine main body  27,  it is possible to retrieve functions of the game, machine manipulation device CT 10  required for the game machine main body  27  and to set the retrieved functions of the game machine manipulation device CT 10  in the game machine manipulation device CT 10.  Further, by transmitting function information indicative of consumed power of respective response means  21, 51  of the game machine manipulation device CT 10,  which is previously stored in the game machine manipulation device CT 10,  to the game machine main body  27  with a command from the game machine main body  27,  it is possible to determine response means  21, 51  required for the game machine main body  27  and a power value to be applied to the response means, and to set the determined information to the response means  21, 51  of the game machine manipulation device CT 10.

T CHNICAL FIELD

[0001] The present invention relates to a game apparatus, a game machinemanipulation device, a game system, and an interactive communicationmethod for a game apparatus, for example, which are suitably applied forthe case in which either of various game machine manipulation devices isconnected to a game apparatus so as to produce an appropriate presencein response to a particular signal from a game machine main body forreproducing a video r cording medium.

BACKGROUND ART

[0002] Conventionally, there has been a game system which reproducesinformation on a game from a video recording m dium in response touser's manipulation on a controll r to progress the game.

[0003] Specifically, as illustrated in FIG. 1, in this game system GS, agame machine main body 27 contains a CD-ROM driver having a function ofreproducing a CD-ROM, which is a video r cording m dium. The gam machinemain body 27 has, on a top surface thereof, a lid member 28 which isclosed after a CD-ROM is accommodated; an open/close switch 29 foropening and closing the lid m mber 28; a power supply switch 30 forsupplying electric power; a reset switch 31 for returning the operationof the game machine main body 27 to an initial state; and a connectionport 32 capable of connecting two manipulation devices.

[0004] Connecting a connector 20 of a game machine manipulation deviceCT1 to this connection port 32 makes it possible to perform interactivecommunications between the manipulation device CT1 and the game machinemain body 27A.

[0005] The game machine manipulation device CT1, as illustrated in FIG.2, is formed in the shape of eyeglasses, and has a housing body composedof an upper case 2 and a lower case 3 which can be separated. Thishousing body is formed at both longitudinal ends with first and secondmanipulation supports 4, 5 which outwardly protrude just like horns sothat a user can grip them with both hands for supporting. In a narrowermiddle portion of the housing body, a start select unit 6 includingswitches is provided for use in starting a game, selecting one fromgames, and so on. Also, first and second manipulation units 7, 8 areformed in a circular shape at horizontally symmetric positions on bothsides of the housing body and a plurality of switches are arranged insubstantially a central portion of each of the manipulation units 7, 8.Further, third and fourth manipulation units 9, 10 each comprising aplurality of switches, which allows the user to manipulate mainly withthe index finger and middle finger, are disposed at horizontallysymmetric positons on side wall surfaces in front portions of thehousing body.

[0006] The start select unit 6 is a group of switches which include astart switch 11 and a select switch 12, both positioned between thefirst manipulation unit 7 and the second manipulation unit 8. The selectswitch 12 is provided for selecting the degree of difficulty or thelike, for example, when a game is started, while the start switch 11 isa switch for actually starting the game.

[0007] The first manipulation unit 7 is structured to have a concavity13 corresponding to a concave portion formed substantially in a crossshape in a central portion of the circular first manipulation unit 7,which was an end portion of the housing body, and windows 15 formed inthe concavity 13 to make four key tops 14 a, 14 b, 14 c, 14 d extendtherethrough from the inside to the outside. The windows 15 arepositioned in conformity with the concavity 13 substantially in a crossshap , such that th h ads of the four key tops 14 a, 14 b, 14 c, 14 dface each other in four directions.

[0008] The second manipulation unit 8 is formed with a concavity 16corresponding to a concave portion formed substantially in a cross shapein a central portion of the circular second manipulation unit 8. Also,the second manipulation unit 8 has four cylinders 17 at upper, lower, 1ft and right positions, respectively, of the cross-shaped concavity 16,each having an opening of a size that allows each of cylindrical keytops 16 a, 16 b, 16 c, 16 d to xtend therethrough from the inside to theoutside.

[0009] The four top keys 16 a, 16 b, 16 c, 16 d have readily viewablerecognition symbols on their top surfaces, for example, symbols (marks)representative of functions such as ◯, Δ, □, X or the like to allow theuser to readily identify the functions of the respective switches. Also,these key tops 16 a, 16 b, 16 c, 16 d and the cylinders 17 are formedwith unique protrusions or cut-outs at respective lower end portionsthereof such that the key tops cannot b inserted into differentcylinders 17 when assembly.

[0010] The third and fourth manipulation units 9, 10 are formed toprotrude from the wall surfaces of front portions of the first andsecond manipulation units 7, 8. The third and fourth manipulation units9, 10 include op nings 18 which are two lin s of two slits formedthrough the protruding wall surfaces in parallel, one above the other,and operation support manipulation switches formed by protrudingelongated key tops 19 a, 19 b, 19 c, 19 d, which substantially fit intothe openings 18, from the inside to the outside.

[0011] The game machine manipulation device CT1 having the structure asmentioned above is connected to the game machine main body 27, describedabove with reference to FIG. 1, with a predetermined connector 20.Further, the game machine main body 27 is connected to a monitor such asa television receiver or the like. In general, the user holds themanipulation device with both hands, manipulates manipulation buttons inthe first to fourth manipulation units 7, 8, 9, 10 with fingers of bothhands to instruct movements of an operation target such as a characteror the like on the monitor screen for playing a game.

[0012] The game machine manipulation device CT1, having the structure asdescribed above, is adapted to allow the user to manipulate the groupsof buttons in the first to fourth manipulation units with fingers toinstruct an operation target of a game to move on the screen of amonitor, thus advancing the game. During the play, the user experienc sbodily sensation of how the game is advancing, only with visual senseobtained by viewing characters on the monitor screen and with acousticsense obtained by listening to sounds generated from a speaker of themonitor. However, it is not sufficient to fully satisfy the user withthe bodily sensation of the game.

[0013] In addition, in the conventional game machine manipulation deviceCT1, when any of the manipulation buttons in the first to fourthmanipulation units 7, 8, 9, 10 is depressed to operate the game machine,data indicative of either ON or OFF is transmitted in accordance withthe depression of the button as manipulation data to the game machinemain body. With such a game machine manipulation device like CT1 adaptedfor digital control, it is difficult to provide a fine control such asan analog control.

DISCLOSURE OF THE INVENTION

[0014] The present invention has been made in view of the problemsmentioned above, and is intended to propose a game apparatus, a gamemachine manipulation device, a game system, and an interactivecommunication method for a game apparatus, which are capable ofperforming an optimal control, when any of various game machinemanipulation devices having a variety of functions is connected to thegame machine main body, by recongnizing functions available from theconnected game machine manipulation device by the game machine mainbody.

[0015] To solve the problems mentioned above, in the present invention,a game machine manipulation device has storing means for storingpredetermined function information so as to transmit the functioninformation to a game apparatus in response to an information requestcommand from the game apparatus, while a game apparatus r trieves thefunction information possessed by the game machine manipulation device,selects predetermined function information from the retrieved functioninformation to be set to the game machine manipulation d vice, therebymaking it possible to perform an optimal control for the game machinemanipulation device connected to the game apparatus.

[0016] Further, in the present invention, the game machine manipulationdevice has storing means for storing power consumption information ofthe response means so as to transmit the power consumption to the gameapparatus in response to a information request command from the gameapparatus, and moreover, the game apparatus transmits r sponse meanscontrol data to the game machine manipulation device based on the powerconsumption information for the response means of the game machinemanipulation device, thereby making it possible to perform an optimalcontrol for the respons means of the game machine manipulation deviceconnected to the game apparatus.

BRIEF DESCRIPTION OF THE DRAWINGS

[0017]FIG. 1 is a plan view illustrating a general configuration of aconventional game system.

[0018]FIG. 2 is a perspective view illustrating the structure of aconventional game machine manipulation device.

[0019]FIG. 3 is a plan view illustrating a general configuration of agame system according to the present invention.

[0020]FIG. 4 is a perspective view illustrating the structure of a gamemachine manipulation device.

[0021]FIG. 5 is a perspective view illustrating a motor of a responsemeans.

[0022]FIG. 6 is a side view illustrating how a support is vibrated by amotor.

[0023]FIG. 7 is a perspective view illustrating the structure of a voicecoil type response means.

[0024]FIG. 8 is a cross-sectional view illustrating the structure of avoice coil type response means.

[0025]FIGS. 9A and 9B are cross-sectional view illustrating how avibrator vibrates.

[0026]FIGS. 10A and 10B are characteristic graphs each illustrating thewaveform of a current for driving a vibrator.

[0027]FIGS. 11A and 11B are characteristic graphs illustrating thewaveform of a current for driving a vibrator.

[0028]FIG. 12 is a side view illustrating how a manipulation device isvibrated by a vibrator.

[0029]FIG. 13 is a block diagram illustrating the configuration of agame machine main body and a game machine manipulation device.

[0030]FIG. 14 is a flow chart illustrating a communication processingprocedure of a controller.

[0031]FIG. 15 is a table showing a parameter setting mode ON/OFFcommand.

[0032]FIG. 16 is a table showing a controller information acquisitioncommand.

[0033]FIG. 17 is a table showing a controller mode acquisition command.

[0034]FIG. 18 is a table showing a controller mode setting command.

[0035]FIG. 19 is a table showing an actuator information acquisitioncommand.

[0036]FIG. 20 is a table showing an actuator status acquisition command.

[0037]FIG. 21 is a tabl showing a communication continuation command.

[0038]FIG. 22 is a table showing a command for acquiring a list ofsimultaneously operable actuators.

[0039]FIG. 23 is a table showing a command for setting d tails of aparameter for an actuator.

[0040]FIG. 24 is a table showing a controller button informationacquisition command.

[0041]FIG. 25 is a table showing an actuator parameter s tting command.

[0042]FIG. 26 is a table showing an actuator mode setting command.

[0043]FIG. 27 is a flow chart illustrating a controller mode settingprocessing procedure.

[0044]FIG. 28 is a flow chart illustrating an actuator informationacquisition processing procedure.

[0045]FIG. 29 is a flow chart illustrating a current control processingprocedure.

[0046]FIG. 30 is a flow chart illustrating an example of a communicationin the protocol 2.0 mode.

[0047]FIGS. 31A to 31F are state transition diagrams illustrating anexample of a communication for acquiring controller information and soon.

[0048]FIGS. 32A to 32F are state transition diagrams illustrating a modeswitching procedure.

[0049]FIG. 33 is a flow chart illustrating a processing procedureexecuted by the game machine main body.

[0050]FIG. 34 is a flow chart illustrating a processing procedureexecuted by the game machine manipulation device.

BEST MODE FOR CARRYING OUT THE INVENTION

[0051] One embodiment of the present invention will h reinafter bedescribed in detail with reference to the accompanying drawings.

[0052] In FIG. 3, a game system GS has a game machine main body 27; agame machine manipulation device (controll r) CT10 for setting thecontents of a game and inputting instructions according to the progressof the game to th game machine main body 27; and a monitor 33 forvisually displaying how the game goes on.

[0053] The game machine main body 27 contains a CD-ROM driver having afunction of reproducing a CD-ROM, which is a video recording medium. Thetop surface of the game machine main body 27 is provided with a lidmember 28 for closing after a CD-ROM is accommodated; an open/closeswitch 29 for opening and closing the lid member 28; a power supplyswitch 30 for supplying electric power; a reset switch 31 for returningthe operation of the game machine main body 27 to an initial state; anda connection port 32 capable of connecting two manipulation devic s.

[0054] Connecting a connector 20 of the game machine manipulation deviceCT10 to this connection port 32 makes it possible to perform interactivecommunications betw n the manipulation device CT10 and the game machinemain body 27.

[0055] The game machine manipulation device CT10, as illustrated in FIG.4, is formed in the shape of yeglasses, and has a housing body composedof an upper case 2 and a lower case 3 which can be separated. Bothlongitudinal ends of this housing body is provided with first And secondmanipulation supports 4, 5 which outwardly protrude just like horns sothat the user can grip them with both hands for supporting. In anarrower middle portion of the housing body, a start select unit 6including switches is provided for use in starting a game, selecting onefrom games, and so on. Also, first and second manipulation units 7, 8are formed in a circular shape at horizontally symmetric positions onboth sides of the housing body, and a plurality of switches are arrangedin substantially a central portion of each of the manipulation units 7,8. Further, third and fourth manipulation units 9, 10 each comprising aplurality of switches, which allows the user to manipulate mainly withthe index finger and middle finger, are disposed at horizontallysymmetric positions on side wall surfac s in the front of th housingbody.

[0056] The start select unit 6 is as a group of switches which include astart switch 11 and a select switch 12, both positioned between thefirst manipulation unit 7 and the second manipulation unit 8. The selectswitch 12 is provided for selecting the degree of difficulty or thelike, for example, when starting a game, while the start switch 11 is aswitch for actually starting the game.

[0057] The first manipulation unit 7 is structured to hav a concavity 13corresponding to a concave portion formed substantially in a cross shapein a central portion of th circular first manipulation unit 7, which wasan end portion of the housing body, and windows 15 formed in theconcavity 13 for four key tops 14 a, 14 b, 14 c, 14 d to extendtherethrough from the inside to the outside. The windows 15 arepositioned in conformity with the concavity 13 substantially in a crossshape, such that the heads of the four key tops 14 a, 14 b, 14 c, 14 dface each other in four directions.

[0058] The second manipulation unit 8 is provided with a concavity 16corresponding to a concave portion substantially in a cross shape in acentral portion of the circular second manipulation unit 8. Also, thesecond manipulation unit 8 has four cylinders 17 at upper, low r, leftand right positions, respectively, of the cross-shap d concavity 16,each having an opening of a size that allows each of cylindrical keytops 16 a, 16 b, 16 c, 16 d to extend therethrough from the inside tothe outside.

[0059] The four top keys 16 a, 16 b, 16 c, 16 d have readily viewablerecognition symbols on their top surfaces, for xample, symbols (marks)representative of functions such as ◯, Δ, □, X or the like so as toallow the user to r adily identify the functions of the respectiveswitches. Also, these key tops 16 a, 16 b, 16 c, 16 d and the cylinders17 are formed with unique protrusions or cut-outs in lower end portionsthereof such that the key tops cannot be inserted into differentcylinders 17 when assembly.

[0060] The third and fourth manipulation units 9, 10 ar formed toprotrude from the wall surfaces of the front of the first and secondmanipulation units 7, 8. The third and fourth manipulation units 9, 10include openings 18 which are two lines of two slits formed through theprotruding wall surfaces in parallel, one above the other, and operationsupport manipulation switches formed by protruding therethroughelongated key tops 19 a, 19 b, 19 c, 19 d, which substantially fit intothe openings 18, from the inside to the outside.

[0061] The game machine manipulation device CT10 having the structure asmentioned above is connected to the game machin main body 27, describedabove in connection with FIG. 3, with a pred termined connector 20.Further, the game machine main body 27 is connected to a monitor 33 suchas a television receiver or the like. In general, the user holds themanipulation device with both hands, manipulates manipulation buttons ofthe first to fourth manipulation units 7, 8, 9, 10 with fingers of bothhands to instruct movements of an operation target such as a characteror the like on the monitor screen for playing a game.

[0062] Here, the game machine manipulation device CT10 illustrated inFIG. 4 has response means 21 and 51 each in a predetermined space insidethe housing body. The response means 21 is disposed on a response meanspositioning place 22 into a first manipulation support 4 of the lowercase 3. As illustrated in FIG. 5, the response means 21 comprises amotor 24, and a cylindrical rotator 26 mounted to the rotating shaft 25of the motor 24 at a position deviated from the center thereof, i.e., atan eccentric position. With this manner of mounting, as the motor 24 isrotated, the rotator 26 eccentrically rotates to generate vibrations.

[0063] The vibrations vibrate not only the first manipulation support 4but also the housing comprising the lower case 3 and the upper case 2 tovibrate the entire manipulation device, as illustrated in FIG. 6. Inthis way, dynamic bodily sensation can be giv n to the user who ismanipulating the game machine manipulation device CT10. The vibrationsgenerated by the eccentric rotation of the rotator 26 can be arbitrarilyvaried by adjusting the rotating speed and torque of the motor 24,thereby changing the magnitude of the response means 21.

[0064] Also, in the game machine manipulation device CT10 illustrated inFIG. 4, the response means 51 is disposed on a response meanspositioning place 52 into the second manipulation support 5 of the lowercase 3. This response m ans 51 has a vibrator 53 for linearly reciprocalmovements. More specifically, as illustrated in FIG. 7, the responsemeans 51 has a weight 63 fixed substantially at the center of ancylindrical coil bobbin 57 to form the vibrator 53, and also has astator 54 composed of two magnetic materials 55, 56 for reciprocallyvibrating the vibrator 53 in the axial direction of the coil bobbin 57.

[0065] Both ends of the coil bobbin are wound with conductive wires inopposite directions to each other to form a first coil 58 and a secondcoil 59. The coil bobbin 57 thus provided with the coils 58 and 59 at thright and left ends thereof has both ends loosely fitt d in loose fitholes 55E and 56E, respectively, which are formed in the magneticmaterials 55 and 56, respectiv ly. The suspender 60 comprising thesupport member 61 and a l af spring 62 k ps a state capabl of performingreciprocal movements.

[0066]FIG. 8 illustrates a cross-section of the response means 51. Thetwo magnetic materials 55 and 56 forming the stator 54 each has theouter appearance substantially in a cylindrical shape. Cylindricalmagnetic poles (S poles) 55A and 56A are protrusively formed along thecentral axial lines of the magnetic materials 55 and 56, respectively.The magnetic materials 55 and 56 are connected by fixedly inserting acore 64 between the magnetic poles 55A and 56A. In this connection, amember for connecting the magnetic materials 55 and 56 is not limited tothe core 64, but any non-magnetic resin member may be used instead.

[0067] Annularly protruding magnetic poles (N poles) 55B and 56B areformed opposite to the peripheral surface of the respective magneticpoles 55A and 55B with a predetermined spacing therebetween. Therefore,in th magnetic material 55, a magnetic flux density B exists in a gap(the loose fit hole 55E) between the magnetic pole 55A and the magneticpole 55B, while in the magnetic material 56, the magnetic flux density Bexists in a gap (the loose fit hole 56E) between the magnetic pole 56Aand the magnetic pole 56B. One end of the coil bobbin 57, which formspart of the vibrator 53, is loosely fitted in th loose fit hol 55E ofthe magn tic material 55, wherein the coil 58 wound around the endportion is positioned across the magnetic flux. Similarly, in themagnetic material 56, the other end of the coil bobbin 57, which formspart of the vibrator 53, is loosely fitted in the loose fit hole 56E ofthe magnetic material 56, wherein the coil 59 wound around the other endis positioned across the magnetic flux.

[0068] Assume herein that an initial state of the vibrator 53 is suchthat its end at which the coil 58 is formed shift in the left directionso as to abut on the magnetic material 55, as illustrated in FIG. 9A.When the coil 58 is applied with a driving current 158, for example asillustrated in FIG. 10A, and the coil 59 is applied with a drivingcurrent I₅₉ as illustrated in FIG. 10B, the driving current I₅₈ flowsthrough the coil 58, while the driving current I₅₉ does not flow throughthe coil 59 at the initial state (time t=0).

[0069] Thereby, a force F=I₅₈×B is applied to the coil 58, so that thevibrator 53 moves to the right (i.e., toward the magnetic material 56),and the vibrator 53 stops at the position at which the end of thevibrator 53 formed with the coil 59 abuts on the magnetic material 56,as illustrated in FIG. 9B.

[0070] Then, at time t=T, the driving current I₅₉ flows through the coil59 as illustrated in FIG. 10B, while th driving current I₅₈ does notflow through the coil 58 as illustrated in FIG. 10A. The coil 59 istherefore applied with a force −F because the coils 58 and 59 are woundin opposite directions to each other. As a result, the vibrator 53 movesto the left (i.e., toward the magnetic material 55), thus returning tothe initial state illustrated in FIG. 9A.

[0071] Afterwards, the driving currents I₅₈ and I₅₉ are alternatelyconducted to be applied to the coil 58 and 59 in a similar manner,thereby causing the vibrator 53 to r ciprocally move, that is, vibratebetween the magnetic materials 55 and 56.

[0072] In this connection, changing the periods of the driving currentsI₅₈ and I₅₉ can change the vibrating frequency of the vibrator 53. Also,changing the current values of the driving currents I₅₈ and I₅₉ canchange the force F (that is, acceleration) applied to the vibrator 53.

[0073] Instead of the method of turning on and off constant currentvalues as illustrated in FIGS. 10A and 10B, the waveforms of the drivingcurrents I₅₈ and I₅₉ applied respectively to the coils 58 and 59 arechanged in an analog manner as illustrated in FIGS. 11A and 11B.Specifically, for each of the driving current I₅₈ and I₅₉, each period Tin which the driving currents I₅₈ and I₅₉ ar conducted is furth rsegment d into sub-periods, and a different current value is set foreach sub-period. Then, these current values are transferred as packetdata from the game machine main body 27 to the game machine manipulationdevice CT10, thereby allowing the vibrator 53 of the response means 51to generate vibrations which have gradually increasing acceleration. Inthis way, it is possible to make the response means 51 generate avariety of vibrations having different magnitudes, amplitudes, vibrationfrequencies and so on.

[0074] For example, a variety of values can be set to current value datatransferred to the game machine manipulation device CT10 as the packetdata, depending on the degree of impact applied to an operation targetin a game under progress in the game machine main body 27. In addition,the number of current value data allocated in one packet can be set toany of various values. Thus, by s tting a variety of driving currentwaveforms depending on how the game is progressing, large current valuesmay be alternately applied to the coils 58 and 59 only for short timeperiods to generate large vibrations such as impacts in the game machinemanipulation device CT10, for example, in a scene where an operationtarget is applied with a large impact. On the other hand, in a scene whre an operation target generates small and continuous vibrations, forexample, such as thos generated in an idling automobile, smaller currentvalues may be alternately applied to the coils 58 and 59 for a long timperiod, thereby generating vibrations in the game machine manipulationdevice CT10 just like vibrations caused by an idling automobile.

[0075] As described above, vibrations generated by th r sponse means 51is transmitted not only to the second manipulation support 5 but also tothe housing including the lower case 3 and the upper case 2 to vibratethe entire device, as illustrated in FIG. 12, thereby making it possibleto give dynamic bodily sensation to the user who is manipulating thegame machine manipulation device CT10.

[0076] As a result of mounting the response means 21 and 51 into thefirst manipulation support 4 and the second manipulation support 5,respectively, of the lower case 3, the response means 21 and/or 51 arevibrated by a particular response signal from the game machine main body27 to vibrate the entire game machine manipulation device CT10 for aconstant time period, depending on the type of game, when the gamemachine manipulation device CT10 and the game machine main body 27 areconnected to a monitor 33 such as a television receiver or the like toplay a game as illustrated in FIG. 3. Such vibrations may be preferablyaccompanied when knocking down an opponent in a fighting game, whenhitting the mark in a shooting game, when an aircraft being an operationtarget is attacked on the screen, and so on. In this way, the entiremanipulation device vibrates in response to operations made by the userwith the manipulation buttons, to fe d the contents of a game underprogress back to the user playing the game, thereby making it possibleto improv the presence.

[0077] For driving the response means 21 and 51 to vibrate the gamemachine manipulation device CT10 as mentioned above, the game machinemanipulation device CT10 and the game machine main body 27 need aninteractive communication capability. The interactive communicationcapability can be realized by connecting the game machin main body 27 toa connector 20 which provides interactive s rial communications with thegame machine manipulation device CT10, as described in FIG. 13. Itshould be noted that this embodiment is described in connection with aconfiguration including only one game machine manipulation d vice CT10connected to the game machine main body 27.

[0078] In the game machine manipulation device CT10, th interactivecommunication capability is implemented by an I/O interface S10 forproviding serial communications with the game machine main body 27; aparallel I/O interface PIO for inputting manipulation data from aplurality of manipulation buttons; a one-chip microcomputer(hereinafter, referred to as “the microcomputer”) including a CPU, a RAMand a ROM; and a driver 34 for vibrating the response means 21 and 51.The motor 24 of the response means 21 is rotated by a voltage and acurrent supplied from the driver 34. The coils 58 and 59 constitutingthe vibrator 53 of the response means 51 are vibrated by a voltage and acurrent supplied from the driver 34.

[0079] The game machine main body 27 is provided with a serial I/Ointerface SIO for performing serial communications with the game machinemanipulation device CT10. When the connector 20 of the game machinemanipulation device CT10 is connected to the game machin main body 27,the serial I/O interface SIO of the game machine main body 27 isconnected to the serial I/O interface SIO of the game machinemanipulation device CT10 through this connector 20, thereby providinginteractive communication means, i.e., interactive serialcommunications. Other details in the game machine main body 27 isomitted.

[0080] Signal lines and control lines for interactive serialcommunications include a data transmission signal line TXD (Transmit X′for Data) for transmitting data from the gam machine main body 27 to thegame machine manipulation device 10; a data transmission signal line RDX(Received X′ for Data) for transmitting data from the game machinemanipulation device CT10 to the game machine main body 27; a serialsynchronization clock signal line SCK (Serial Clock) for extracting datafrom the respective data transmission signal lines TXD, RDX; a controlline DTR (Date Terminal Ready) for establishment, interruption and so onof communications with the game machine manipulation device CT10 beingthe terminal side; and a flow control line DSR (Data Set Ready) fortransferring a large amount of data.

[0081] The cable constituting the signal lines and control lines forinteractive serial communications also includes a power supply cable 35which is directly extracted from a power supply of the game machine mainbody 27 in addition to the signal lines and control lines, asillustrated in FIG. 13. The power supply cable 35 is connected to adriver 34 in the game machine manipulation device CT10 for supplyingelectric power for vibrating the response means 21 and 51.

[0082] An interactive serial communication procedure for theconfiguration described above is started, for example, when the gamemachine main body 27 illustrated in FIG. 13 communicates with the gamemachine manipulation device CT10. For retrieving manipulation data(button information) associated with manipulation buttons of the firstto fourth manipulation units 7, 8, 9, 10, the game machine main body 27first confirms by the control line DTR that it has been selected, andsubsequently enters in a wait state for waiting for the reception ofdata on the signal line TXD. Subsequently, the game machine main body 27sends an identification code indicative of the game machine manipulationdevice CT10 onto the data transmission signal line TXD. This causes thegame machine manipulation device CT10 to receive this identificationcode from the signal line TXD.

[0083] Since the identification code indicates the gam machinemanipulation device CT10, the game machine manipulation device CT10starts a communication with the game machine main body 27. Morespecifically, control data and so on are transmitted from the gamemachine main body 27 through the data transmission signal line TXD tothe game machine manipulation device CT10, whereas manipulation data andso on generated by manipulations with manipulation buttons aretransmitted from the gam machine manipulation device CT10 through thedata transmission signal line RDX to the game machine main body 27. Inthis way, an interactive serial communication is p rformed between thegame machine main body 27 and the gam machin manipulation device CT10.Th communication is terminated when the game machine main body 27outputs selection stop data through the control line DTR.

[0084] Thus, if the interactive serial communication capability isprovided, manipulation data mainly associated with manipulation buttonscan be transmitted from the game machine manipulation device CT10 to thegam machine main body 27, while dynamic transmission data for vibratingthe response means 21 and 51 can be sent from the game machine main body27 through the data transmission signal line TXD to the game machinemanipulation apparatus CT10. The dynamic transmission data for vibratingthe response means 21 and 51 has be n previously set depending on a gameCD-ROM loaded in the game machine main body 27, and is fed back from thegame machine main body 27 to the game machine manipulation device CT10in accordance with movements of an operation target in a gamemanipulated by the user who is playing the game through dynamictransmission for a fixed tim .

[0085] Here, as a game manipulation device to be connected to the gamemachine main body 27, for example, the game machine manipulation deviceCT10 illustrated in FIG. 4 transmits digital control data generated bymanipulating the manipulation buttons of the manipulation units 7, 8, 9and 10 to the game machine main body 27, and transmits analog controldata gen rat d by manipulating analog joysticks 36, 37 to the gamemachine main body 27. These modes can be selected by the usermanipulating a mode switch button 38 of the game machine manipulationdevic CT10. Alternatively, the modes may be selected by software in aCD-ROM loaded in the game machine main body 27.

[0086] The game system GS is configured to be connectable with a varietyof game machine manipulation devices such as a game machine manipulationdevice CT1 (FIG. 2) having only a digital mode, other than the gamemachine manipulation device CT10 which allows to select the digital modeand analog mode mentioned above.

[0087] Therefore, the game machine main body 27 can inquire certainfunctions of a game machine manipulation device (CT10 or the like)connected to the game machine main body 27 and set a variety ofparameters to the game machine manipulation device by transmitting avariety of commands to the game machine manipulation device.

[0088] In this case, the game machine manipulation d vice CT10communicates with the game machine main body 27 in accordance with acommunication processing procedure illustrated in FIG. 14. Specifically,in FIG. 14, when the game machine main body 27 is powered on through thepower supply switch under the state of being connected to the gam machinmanipulation d vic CT10, the game machine main body 27 and the gamemachine manipulation d vice CT10 enter a communication mode at step SP11for making a communication therebetween. Then, the game machinemanipulation device CT10 proceeds to step SP12 to wait for a commandfrom the game machine main body 27.

[0089] Here, the game machine main body 27 can transmit a variety ofcommands to the game machine manipulation d vice CT10 as packet data foreach vertical period of a video signal. Then, as the power supply switchof th game machine main body 27 is turned on, the game machine main body27 first transmits a command to instruct the game machine manipulationdevice to set ON a paramet r setting mode, which is a communicationcommand betwe n itself and a controller (game manipulation device), toth game machine manipulation device as an initial setting.

[0090] This command comprises nine-byte packet data as shown in theupper column of FIG. 15. The command has a first byte allocated to data0×01(hereinafter, simply denoted as “01”, omitting “0×” representativeof a hexadecimal number) indicative of a command for a game machinemanipulation device; a second byte allocated to data “43” indicative ofa command for set ON/OFF a parameter setting for the game machinecontrol devic (controller); a third byte allocated to data “00”corresponding to the second data “43”; and a fourth byte allocated to“1” when the parameter setting mode is set ON for the controller (thegame machine manipulation device). Note that, data in a fifth bytethrough a ninth byte are variable length data having a length in a rangeof two bytes to six bytes, so that a variety of data are allocatedtherein as required.

[0091] Thus, the CPU of the game machine manipulation device CT10proceeds from step SP13 to step SP20 in FIG. 14, upon receiving aparameter setting ON command shown in FIG. 15, to enter the parametersetting mode for the gam machine manipulation device CT10. At subsequentstep SP21, the CPU determines a command subsequently received thereby.

[0092] In the parameter setting mode, the CPU of the game machinemanipulation device CT10 proceeds to step SP23 in FIG. 14 to transmitinformation on the game machine manipulation device CT10 to the gamemachine main body 27, when data transmitted from the game machine mainbody 27 to the game machine manipulation device CT10 is a controller(game machine manipulation device) information acquisition command shownin the upper column of FIG. 16.

[0093] More specifically, the controller information acquisition commandtransmitted from the game machine main body 27 to the game machinemanipulation device CT10 comprises nine-byte packet data, as shown inthe upper column of FIG. 16, which has a first byte allocated to data“01” indicative of a command for the game machine manipulation device; asecond byte allocated to data “45”, indicating that this command is acommand for acquiring (r questing) information on the game machinemanipulation d vice (controller); a third byte allocated to data “00”corresponding to data “45” in the second byte; and a fourth byte to aninth byte loaded with tx0-tx5 which are fixed-length data of six bytes.Data allocated to the fourth to ninth bytes are indefinite.

[0094] Thus, the CPU of the game machine manipulation d vice CT10, uponreceiving the controller information acquisition command shown in theupper column of FIG. 16, proceeds from step SP21 to step SP23 in FIG. 14to return information on the game machine manipulation device CT10 tothe game machine main body 27 as transmission data shown in the lowercolumn of FIG. 16. Specifically, th r turned data comprises nine-bytefixed-length data which has a first byte allocated to dummy data “dm”; asecond byte loaded with data “F3” having the upper four bits “F”indicative of an identifier (ID) of the game machine manipulation deviceCT10 and the lower four bits “3” indicative of one half of a data length(6 bytes) of data rx0-rx5 after a fourth byte; a third byte allocated todata “in” indicating whether the game machine manipulation d vic CT10 isnot initialized; the fourth byte allocated to a revision code “rv”corresponding to the game machine manipulation device CT10; a fifth byteallocated to available mode quantity data “mn” indicative of the numberof modes which can be set by software from the game machine main body 27(in this embodiment, two modes of an analog control mode and a digitalcontrol mode); a sixth byte allocated to data “cm” indicative of acurrently valid mode in the game machine manipulation device CT10; aseventh byte allocated to actuator quantity data “an” indicative of thenumber of actuators (for example, response means 21 and 51) equipped inthe game machine manipulation device CT10; and an eighth byte allocatedto “on” indicative of a total number of actuators which can be operatedsimultaneously (response means 21 and 51, or the like). Data in a ninthbyte is indefinite.

[0095] Thus, the CPU of the game machine manipulation device CT10returns the controller information shown in the lower column of FIG. 16to the game machine main body 27 at step SP23 in FIG. 14, so that theCPU of the game machine main body 27 can acquire information on the gamemachine manipulation device CT10 being connected to th game machine mainbody 27. It should be noted that this information only indicates thenumber of modes which can be set by software, and the contents of theinformation are returned from the game machine manipulation device CT10to the game machine main body 27 correspondingly when the controllermode acquisition command is transmitted from the game machine main body27 to the game machine manipulation device CT10.

[0096] Specifically, when the transmission of the controller informationis terminated at the aforementioned step SP23, the CPU of the gamemachine manipulation device CT10 returns to step SP21 to wait foranother command. At this time, if data transmitted from the game machinemain body 27 to the game machine manipulation device CT10 is acontroller (game machine manipulation device) mode acquisition commandshown in the upper column of FIG. 17, the CPU of the game machinemanipulation device CT10 proceeds to step SP24 in FIG. 14 to transmit tothe gam machine main body 27 the contents of information on modes of thegame machine manipulation device CT10 which can be s t by software.

[0097] In this event, the controller mode acquisition commandtransmitted from the game machine main body 27 to the game machinemanipulation device CT10, as shown in the upper column of FIG. 17,comprises nine-byte fixed-length packet data which has a first byteallocated to data “01” indicating that this command is a command for thegame machine manipulation device; a second byte allocated to data “4C”indicating that this command is a command for r questing controllermodes which can be set by software; a third byte allocated to data “00”,corresponding to-the data “4C” in the second byte; a fourth byteallocated to list number data “ln” indicating a list number in the RAMof the game machine manipulation device CT10 which stores a list of avariety of controller modes (controller IDs) r quired by the CPU of thegame machine main body 27; and a fifth byte to a ninth byte loaded withindefinite data.

[0098] Thus, the CPU of the game machine manipulation d vice CT10, uponreceiving the controller mode acquisition command shown in the uppercolumn of FIG. 17, proceeds from step SP21 to step SP24 in FIG. 14 to rturn a controller ID (controller mode information) indicative of eachcontroller mode in a list specified by a list number specified by thefourth byte of the controller mode acquisition mode (the upper column ofFIG. 17), based on that list number, out of lists stored in the ROM ofthe game machine manipulation device CT10, to the game machine main body27 as transmission data shown in the lower column of FIG. 17.Specifically, this returned data comprises nine-byte fixed-length datawhich has a first byte allocated to dummy data “dm”; a second byteloaded with data “F3” having the upper four bits “F” indicative of anidentifier (ID) of the game machine manipulation devic CT10 and thelower four bits “3” indicativ of one half of a data length (6 bytes) ofdata rx0-rx5 after a fourth byte; a third byte allocated to data “in”indicating whether the game machine manipulation device CT10 is notinitialized; and a sixth byte and a seventh byte allocated to controllerID data “n0” and “n1” indicative of setting available modes read fromthe list. In this connection, data in fourth, fifth, eight and ninthbytes are indefinite.

[0099] Thus, the CPU of the game machine manipulation d vice CT10returns the controller mode information (controller ID) shown in thelower column of FIG. 17 to the game machine main body 27 at step SP24 inFIG. 14, so that the CPU of the game machine main body 27 can d terminemodes (analog control mode, digital control mode, and so on), which canbe set to the game machine manipulation device CT10 being connectedthereto, from the controller ID data.

[0100] When the setting available mode return processing at step SP24 inFIG. 14 is terminated as described above, the CPU of the game machinemanipulation device CT10 returns to the foregoing step SP21 to wait foranoth r command. In this event, the game machine main body 27 transmitsa mode to be set, out of the available modes acquired as the controllerID data, to the game machine manipulation device CT10 as a controllermod s tting command shown in the upper column of FIG. 18 from the gamemachine manipulation device CT10 by the foregoing processing at stepSP24.

[0101] The controller mode setting command comprises nine-bytefixed-length packet data, as shown in the upper column of FIG. 18, whichhas a first byte allocated to data “01” indicating that this command isa command for the game machine manipulation device; a second byteallocated to data “44” indicating that this command is a command forsetting a mode for the controller (game machine manipulation device); athird byte allocated to data “00” corresponding to the data “44” in thesecond byte; a fourth byte allocated to a controller mode (analogcontrol mode, digital control mode, or the like) to be s t by the CPU ofthe game machine main body for the gam machine manipulation device CT10with a list number data “cm” in the ROM of the game machine manipulationdevice CT10, which stores the controller ID indicative of the controllermode; and a fifth byte allocated to data “ik” for setting themanipulation button 38 (FIG. 4) for switching modes disposed in the gamemachine manipulation device CT10 in an inoperative state (lock) or anoperative state (unlock). In this connection, data in a sixth byt to aninth byte are indefinite.

[0102] Thus, the CPU of the gam machine manipulation d vice CT10, uponreceiving the controller mode setting command shown in the upper columnof FIG. 18, proceeds from step SP21 to step SP25 in FIG. 14 to read thecontroller ID in the ROM of the game machine manipulation device CT10based on the list number data “cm” of the controller ID assigned to thefourth byte of the controller mode setting command (in the upper columnof FIG. 18), and to set the mode specified by the controller ID (analogcontrol mode, digital control mode or the like) to the CPU of the gamemachine manipulation device CT10. In this event, the CPU of the gamemachine manipulation d vice CT10 returns transmission data shown in thelower column of FIG. 18 to the game machine main body 27. This returneddata comprises nine-byte fixed-length data which has a first byteallocated to dummy data “dm”; a second byte loaded with data “F3” havingthe upper four bits “F” indicative of an identifier (ID) of the gamemachine manipulation device CT10 and the lower four bits “3” indicativeof one half of a data length (6 bytes) of data rx0-rx5 in a fourth andsubsequent bytes; a third byte allocated to data “in” indicating whetheror not the game machine manipulation device CT10 is not initialized; anda fourth byte through a ninth byte loaded with indefinite data. The CPUof the game machine main body 27 can r cogniz that the setting(switching) of th control mode has been completed by receiving the data“F3” in the second byte of the transmission data.

[0103] In this way, the CPU of the game machine manipulation device CT10returns to step SP21 to wait for another command to be transmittedthereto from the game machine main body 27, when the setting (switching)of the controller mode is completed at step SP24 in FIG. 14.

[0104] At this time, the game machine main body 27 transmits an actuator(response means 21, 51 and so on) information acquisition command shownin the upper column of FIG. 19 to the game machine manipulation deviceCT10 for requesting the CPU of the game machine manipulation d vice CT10to provide information on a single or a plurality of actuators (responsemeans) disposed in the game machine manipulation device CT10 beingconnected to the game machine main body 27.

[0105] The actuator information acquisition command comprises nine-bytefixed-length packet data, as shown in the upper column of FIG. 19, whichhas a first byte allocated to data “01” indicating that this command isa command for the game machine manipulation device; a second byteallocated to data “46” indicating that this command is a command forrequesting information on actuators in the controller (game machinemanipulation device); a third byte allocated to data “00” correspondingto the data “46” in the second byte; and a fourth byte allocated to anactuator number data “an” indicative of a number of an actuator(response means) (for example, “1” or “2” when th number of responsemeans is two). In this connection, data in a fifth byte to a ninth byteare indefinite.

[0106] Thus, the CPU of the game machine manipulation device CT10, uponreceiving the actuator information acquisition command shown in theupper column of FIG. 19, proceeds from step SP21 to step SP26 in FIG. 14to read data on the response means 21 or 51 having the actuator numberallocated in the fourth byte of the actuator information acquisitioncommand (in the upper column of FIG. 19) from the ROM of the gamemachine manipulation device CT10, and to return the data on the actuator(the type of the actuator, a data length of a parameter) to th gamemachine main body 27 as transmission data shown in the lower column ofFIG. 19. This transmission data comprises nine-byte fixed-length data,which has a first byte allocated to dummy data “dm”; a second byteloaded with data “F3” having the upper four bits “F” indicative of anidentifier (ID) of the game machine manipulation device CT10 and thelower four bits “3” indicative of one half of a data length (6 bytes) ofdata rx0-rx5 after a fourth byt ; a third byte allocated to data “in”indicating whether the game machin manipulation device CT10 is notinitialized; a sixth byte allocated to classification number data “fn”for a function of the actuator (response means); a seventh byteallocated to auxiliary number data “sb” for further classifying thactuator (response means) classified by the classification number data“fn” in the sixth byte; and an eighth byt allocated to data “ic”indicative of a consumed current required to drive the actuator(response means). In this connection, data in a fourth byte and a fifthbyte ar indefinite.

[0107] The classification number data “fn” allocated in the sixth bytemay classify actuators (response means), for example, into an actuatorfor generating continuous rotary vibrations, an actuator for generatingcontinuous r ciprocal vibrations, an actuator for generatingintermittent reciprocal vibrations, an actuator for g nerating rotaryvibrations, an actuator for generating reciprocal vibrations, and so on,as classification items. In addition, items classified by the auxiliarynumber data “sb” allocated in the seventh byte may include low speedrotation, high speed rotation, vibrating direction (X-axis direction,Y-axis direction, Z-axis direction), and so on.

[0108] Consequently, when the CPU of the game machine manipulationdevice CT10 finishes transmitting to the gam machine main body 27 theinformation on the actuator (response means) corresponding to theactuator number requested at this time from the game machine main body27 at step SP26 in FIG. 14, the CPU returns to the foregoing st p SP21to wait for another command to be transmitt d from the game machine mainbody 27. At this time, the CPU of the game machine main body 27 detectsthe number of actuators (response means) in the game machinemanipulation device CT10 being connected thereto, in the controllerinformation acquisition processing described above in connection withstep SP23. Therefore, by r peatedly transmitting the actuatorinformation acquisition command described above with reference to FIG.19 to the game machine manipulation device CT10 a number of times equalto the number of actuators (response means), the CPU of the game machinemanipulation device CT10 r peats the processing at step SP26 for thenumber of times equal to the number of actuators (response means), andconsequently, data on all the actuators (respons means) are transmittedto the game machine main body 27.

[0109] When the CPU of the game machine manipulation device CT10finishes returning the information on all the actuators (response means21 and 51) by repeating step SP26 in FIG. 14 as described above, the CPUreturns to the foregoing st p SP21 to wait for another command to betransmitted from the game machine main body 27.

[0110] In this event, the game machine main body 27 transmits anactuator (response means 21, 51 and so on) status acquisition commandshown in the upper column of FIG. 20 to the game machine manipulationdevice CT10 for requesting the CPU of the game machine manipulation dvice CT10 to provide the value of parameter (i.e., data us d forcontrolling the driving of an actuator) set for the actuator (responsemeans) in the game machine manipulation device CT10 being connected tothe game machine body 27.

[0111] This actuator status acquisition command comprises nine-bytefixed-length packet data, as shown in the upper column of FIG. 20, whichhas a first byte allocated to data “01” indicating that this command isa command for the game machine manipulation device; a second byteallocated to data “48” indicating that this command is a command forrequesting the status of the actuators in the controller (game machinemanipulation device); a third byte allocated to data “00” correspondingto the data “48” in the second byte; and a fourth byte allocated toactuator number data “an” indicating a number of an actuator (responsemeans) (for example, “1” or “2” when the number of the response means istwo). In this connection, data in a fifth byte to a ninth byte areindefinite.

[0112] Thus, the CPU of the game machine manipulation device CT10, uponreceiving the actuator status acquisition command shown in the uppercolumn of FIG. 20, proceeds from step SP21 to step SP27 in FIG. 14 toread a parameter set for a response means 21 or 51 having the actuatornumber allocated in the fourth byte of the actuator status acquisitioncommand (in the upper column of FIG. 20) from the RAM of the gamemachine manipulation d vice CT10, in order to return the parameter(i.e., data used for controlling the driving of the actuator) set forthe actuator at this time to the game machine main body 27 astransmission data shown in the lower column of FIG. 20. Thistransmission data comprises nine-byte fixed-length data which has afirst byte allocated to dummy data “dm”; a second byte loaded with data“F3” having the upper four bits “F” indicative of an identifier (ID) ofthe gam machine manipulation device CT10 and the lower four bits “3”indicative of one half of a data length (6 bytes) of data rx0-rx5 in afourth and subsequent bytes; a third byte allocated to data “in”indicating whether the gam machine manipulation device CT10 is notinitialized; a sixth byte and a seventh byte allocated to reserved data(spare data) “v0,” “v1”; an eighth byte allocated to data “sz”indicative of a data length (in bytes) set as a parameter for theactuator; and a ninth byte allocated to data “s0” indicativ of the valueof a first byt of the parameter for the actuator.

[0113] Thus, the game machine manipulation device CT10 returnstransmission data shown in the lower column of FIG. 20 to the gamemachine main body 27 at step SP27 in FIG. 14, so that the CPU of thegame machine main body 27 can recognize the parameter being set for theactuator.

[0114] More specifically, a parameter set for an actuator (responsemeans) is defined such that the length of data usable for transmission(the ninth byte in the lower column of FIG. 20) is one byte. If the datalength of a parameter being set for an actuator is longer than one byteof the ninth byte, the CPU of the game machine manipulation device CT10proceeds from step SP21 to st p SP28, after the completion of theprocessing at step SP27 in FIG. 14, to transmit to the game machine mainbody 27 data that has overflowed from the data transmitted to th gamemachine main body 27 at the preceding step SP27. This communicationcontinuation data includes data to be continuously transmitted whichhave been allocated in the fourth byte to ninth byte, as illustrated inthe lower column of FIG. 21. In this connection, data shown in the uppercolumn of FIG. 21 are those used by the game machine main body 27 forcontinuously communicating with the game machine manipulation deviceCT10.

[0115] When the status of one actuator (response means) has beentransmitted to the game machine main body 27 at step S27 and step SP28in FIG. 12 as described above, the game machine main body 27 againtransmits a command for acquiring the status of another actuator(response means) to the game machine manipulation device CT10 subsequentto the completed transmission, in a manner similar to the case describedabove for the command shown in the upper column of FIG. 18. In thisevent, an actuator (response means) for which the status is to beacquired is specifi d by the actuator number data “an” in the fourthbyte shown in the upper column of FIG. 18.

[0116] Consequently, when the game machine main body 27 finishesacquiring the status of all the actuators (response means 21 and 51) inthe game machine manipulation device CT10, the game machine main body 27subsequently transmits a command for acquiring a list of simultaneouslyoperable actuators, shown in the upper column of FIG. 22, to the gamemachine manipulation devic CT10 to request a list of simultaneouslyoperable actuators (for example, the response means 21 and 51) in allthe actuators disposed in the game machine manipulation device CT10.

[0117] This command for acquiring a list of simultaneously op rablactuators comprises nine-byte fixed-length packet data, as shown in thupper column of FIG. 22, which has a first byte allocated to data “01”indicating that this command is a command for the game machinemanipulation device; a second byte allocated to data “47”, indicatingthat this command is a command for requesting a list of simultaneouslyoperable actuators in the controller (gam machine manipulation device);a third byte allocated to data “00” corresponding to the data “47” inthe second byte; and a fourth byte allocated to a list number data “ls”indicative of a list of combinations of simultaneously operableactuators required at this time by the game machine main body 27. Inthis connection, data in a fifth byte to a ninth byte are indefinite.

[0118] When the command for acquiring the simultaneously operableactuator list is transmitted from the game machine main body 27 to thegame machine manipulation d vice CT10 as described above, the CPU of thegame machine manipulation device CT10 proceeds from step SP21 to stepSP29 in FIG. 14 to return a simultaneously operable actuator list, asshown in the lower column of FIG. 22, to the game machine main body 27.This actuator list (in the lower column of FIG. 22) comprises nine-bytfixed-length data which has a first byte allocated to dummy data “dm”; asecond byte loaded with data “F3” having the upper four bits “F”indicative of an identifier (ID) of the gam machin manipulation deviceCT10 and the lower four bits “3” indicative of one half of a data length(6 bytes) of data rx0-rx5 in a fourth and subsequent bytes; a third byteallocated to data “in” indicating whether the game machine manipulationdevice CT10 is not initialized; a sixth byte allocated to a data length“sz” of the actuator list in accordance with th number of actuators whenone actuator number is represented in one byte; and a seventh byte to aninth byte allocated to actuator numbers of simultaneously operableactuators, one number in one byte. In this connection, if the number ofsimultaneously operable actuators is four or more, the data length ofthe list is given by the data “sz” indicative of the data length in thesixth byte of the transmission data. Thus, in accordance with the data“sz”, a portion of the list which has overflowed in the firsttransmission of the actuator list is transmitted through thecommunication continuation data described above with reference to FIG.21. In this way, the CPU of the game machine main body 27 can recognizesimultaneously operable actuators in the game machine manipulationdevice CT10.

[0119] When the simultaneously operable actuator list finishes beingreturned at step SP29 in FIG. 14, the CPU of the game machinemanipulation device CT10 returns to step SP21 to wait for the r ceptionof another command.

[0120] Then, the CPU of the game machine main body 27 subsequentlytransmits a command for setting details of parameters for actuators tothe game machine manipulation d vice CT10. This command for settingdetails of parameters for actuators is provided to set parameters foractuators in the game machine manipulation device CT10 with a buttonacquisition command transmitted from th game machine main body 27 to thegame machine manipulation device CT10 during the progress of a game,when the game machine main body 27 is to acquire information onmanipulations on the manipulation buttons (14A-14D, 16 a-16D, 19 a-19 d,and so on) in the game machine manipulation device CT10 during theprogress of the game by transmitting the button acquisition command fromth game machine main body 27 to the game machine manipulation d viceCT10. This command comprises nine-byte fixed-length packet data, asshown in the upper column of FIG. 23, which has a first byte allocatedto data “01” indicating that this command is a command for the gamemachine manipulation device; a second byte allocated to data “4D”indicating that this command is the command for s tting details ofparameters for actuators; a third byte allocated to data “00”corresponding to the data “4D” in th second byte; and a fourth bytethrough a ninth byte allocated to number data “s0,” “s1,” “s2,” “s3,”“s4,” “s5” of actuators for which parameters are to be set when a buttonacquisition command is transmitted from the game machine main body 27 tothe game machine manipulation d vice CT10 during the progress of a game.

[0121] Thus, when the CPU of the game machine manipulation d vice CT10receives the command for setting the details of the parameters for theactuators, the CPU proceeds from step SP21 to step SP30 in FIG. 14 toset actuators sp cified in the command for setting the details of theparameters for the actuators to the RAM of the game machine manipulationdevice CT10. Thus, when a button acquisition command is received fromthe game machine main body 27 during the progress of a game, associatedparameters are set to the set actuators in synchronism therewith.

[0122] More specifically, when the details of the parameters are set forthe associated parameters at step SP30 in FIG. 14, the game machinemanipulation device CT10 r turns transmission data shown in the lowercolumn of FIG. 23 to the game machine main body 27. This transmissiondata comprises nine-byte fixed-length data which has a first byteallocated to dummy data “dm”; a second byte loaded with data “F3” havingthe upper four bits “F” indicative of an identifier (ID) of the gamemachine manipulation d vice CT10 and the low r four bits “3” indicativeof one half of a data length (6 bytes) of data rx0-rx5 in a fourth andsubsequent bytes; a third byte allocated to data “in” indicating whetherthe game machine manipulation device CT10 is not initialized; and afourth byte through a ninth byte allocated to actuator parameter detailssetting data which have been set before the xecution of the command.

[0123] After completing the processing at step SP30 in FIG. 14, the CPUof the game machine manipulation device CT10 returns to step SP21 inFIG. 14 to wait for another command transmitted from the game machinemain body 27.

[0124] Here, the game machine main body 27, which has completely setdetails of parameters for the actuators in the game machine manipulationdevice CT10, subsequently transmits a command for instructing the gamemachine manipulation device CT10 to set OFF the parameters to the gamemachine manipulation device CT10. This command allocates data “0” to thefourth byte in the transmission data previously shown in the uppercolumn of FIG. 15 for instructing the game machine manipulation deviceCT10 to set OFF the controller parameters. This causes the CPU of thegame machine manipulation device CT10, which has received the command,to proceed from step SP21 to step SP22 in FIG. 14 to set OFF (orterminate) a parameter setting mode. Then, the CPU of the game machinemanipulation device CT10 returns to the foregoing step SP11 to enter acontroller communication mode.

[0125] In the controller communication mode, the CPU of the game machinemanipulation device CT10 gets in a stat of waiting for a command fromthe game machine main body 27 at subsequent step SP12. Here, the gamemachine main body 27 transmits a controller button acquisition commandto the game machine manipulation device CT10 for r questing the gamemachine manipulation device CT10 to provide information indicative ofmanipulation states of respective buttons (14 a-14 d, 16 a-16 d, 19 a-19d, and so on) on the game machine manipulation device CT10.

[0126] This controller button acquisition command includ s data tx0-tx5which are variable-length data ranging from two to six bytes stored in afourth byte through a ninth byte thereof, as shown in the upper columnof FIG. 24. The controller button acquisition command also has a firstbyte allocated to data “01” indicating that this command is a commandfor the game machine manipulation device; a s cond byte allocated to“42”, indicating that this command is the controller button acquisitioncommand; a third byte allocated to indefinite data corresponding to thedata “42” in the second byte; and a fourth byte through a ninth byteallocated to data set to the parameters for the actuators (responsemeans 21 and/or 51) which have b n set at step SP30 in FIG. 14.

[0127] Thus, the CPU of the game machine manipulation device CT10, uponreceiving the controller button acquisition command shown in the uppercolumn of FIG. 24, proceeds from step SP12 to step SP14 in FIG. 14, to st the parameters for the actuators (response means 21 and/or 51) withthe parameter setting data in the fourth byte through the ninth byte(having variable lengths between two and six bytes) within the datareceived at this time, thereby vibrating these actuators (response means21 and/or 51) based on the specified data. Also, the CPU of the gamemachine manipulation device CT10 transmits its button manipulationinformation to the game machine main body 27 through transmission datashown in the middle column or the lower column of FIG. 24.

[0128] The transmission data shown in the middle column of FIG. 24 isdata transmitted from the game machine manipulation device CT10, whichis in the state where th controller parameter setting mode is OFF, tothe gam machine main body 27. The transmission data shown in the lowercolumn of FIG. 24, on the other hand, is data transmitted from the gamemanipulation device CT10, which is in the state where the controllerparameter setting mode is ON, to the game machine main body 27. Thistransmission data has a fourth byte allocated to an upper byte “b0” ofmanipulation button depress data; a fifth byte allocated to a lower byte“b1” of the manipulation button depress data; and a sixth byte to aninth byte allocated to, for example, analog level data “a0,” “a1,”“a2,” “a3” in accordance with manipulations on the joysticks 36, 37previously described with reference to FIGS. 4 and 13.

[0129] Subsequently, when the game machine main body 27 receives thetransmission data shown in FIG. 24, the CPU of the game machine mainbody 27 can detect how the manipulation buttons or the analog joy sticksare being manipulated on the game machine manipulation device CT10, sothat the game can be advanced in accordance with the detectedmanipulations.

[0130] When the CPU of the game machine main body 27 is going to vibratea required actuator(s) (response means 21 and/or 51) in accordance withthe progress of a game, the CPU of the game machine main body 27transmits a command d dicated to set a parameter(s) for the actuator(s),shown in the upper column of FIG. 25, to the game machine manipulationdevice CT10. This command has a second byte allocated to data “49”indicating that this command is the command for setting a parameter foran actuator; a fourth byt allocated to actuator number data “an” of anactuator to b set; a fifth byt allocat d to a data size “sz” which isset to a parameter for the actuator; and a sixth byte to a ninth byteallocated to actually set data.

[0131] Thus, when the game machine manipulation device CT10 receives thetransmission data, the CPU of the game machine manipulation device CT10proceeds from step SP12 to step SP15 in FIG. 14 to set the parameter forthe actuator (response means 21 and/or 51) specified by th command,thereby vibrating the actuator. In this connection, at this time,transmission data shown in the lower column of FIG. 25 is returned fromthe game machine manipulation device CT10.

[0132] Also, the game machine main body 27 transmits an actuator modesetting command, as shown in the upper column of FIG. 26, to the gamemachine manipulation device CT10. This command is provided to set ON orOFF an actuator parameter synchronous update mode, and has a s cond byteallocated to data “4A” indicating that this command is the actuator modesetting command. If synchronous update mode setting data “sg” in afourth byte is set ON (i.e., set to “1”), the CPU of the game machinemanipulation device CT10 proceeds from step SP12 to step SP16 in FIG. 14to set ON the synchronous update command, whereby the parameterspecified by the actuator parameter setting command (“49”) shown in FIG.25 is not immediately reflected as an op ration of the actuator but isbuff r d in the RAM of the game machine manipulation device CT10 for atime period until the actuator mode setting command (“4A”) is nextinputted. Then, at the time the actuator mode setting command (“4A”) isnext transmitted to th game machine manipulation device CT10, theparameters for associated actuators so far buffered in the RAM areoutputted all at once to the corresponding actuators (response means 21and/or 51) to vibrate them.

[0133] On the other had, when the synchronous update mode setting data“sg” allocated in a fourth byte of the transmission data shown in theupper column of FIG. 26 is s t OFF (i.e., set to “0”), the contents ofparameters s t for actuators, generated during the synchronous updatemode being ON, are all cleared. Whenever the actuator parameter settingcommand (“49”) described above with reference to the upper column ofFIG. 25 is received by the game machine manipulation device CT10, anassociated actuator is vibrated in response.

[0134] Thus, the game machine manipulation device CT10 switches betweenthe controller communication mode and the parameter setting mode inaccordance with the processing procedure illustrated in FIG. 14. In anormal communication mode for a communication with the game machine mainbody 27, when the game machine manipulation device CT10 receiv s data ofsetting a parameter for an actuator (i.e., dynamic transmission data) inaccordance with the progress of a game with the controller informationacquisition command (controller button information acquisition command)or the actuator parameter s tting command from the game machine mainbody 27, the game machine manipulation device CT10 vibrates thespecified actuator (response means 21 and/or 51) in response to thereceived data. Also, in the communication mode, data on manipulations onthe manipulation buttons 14 a-14 d, 16 a-16 d, 19 a-19 d or the analogjoysticks 36, 37 in the game machine manipulation device CT10 aretransmitted from the game machine manipulation device CT10 to the gamemachine main body 27 in accordance with a mode set at this time (digitalcontrol mode or analog control mode), so that a game is advanced inresponse to manipulations of the user in the game machine main body 27and the game machine manipulation device CT10.

[0135] In the parameter setting mode, in turn, the game machine mainbody 27 inquires the game machine manipulation device CT10 aboutinformation on the gam machine manipulation device CT10 (availablemodes, information on actuators, and so on), acquires such informationfrom the ROM and RAM of the game machine manipulation device, and canset a variety of modes such as a mod for the gam machin manipulationdevice CT10, an actuator parameter setting mode, and so on based on theacquired information.

[0136]FIG. 27 illustrates a controller mode setting procedure executedby the game machine main body 27. The CPU of the game machine main body27 enters the processing procedure at step SP50, and transmits a command(FIG. 15) for setting ON the parameter setting mode to the game machinemanipulation device CT10 at step SP51 to switch the game machinemanipulation device CT10 to the paramet r setting mode described abovewith reference to FIG. 14.

[0137] Then, the CPU of the game machine main body 27 proceeds tosubsequent step SP52 to acquire information on the controller (a totalnumber of modes available to the game machine manipulation device CT10,a total number of actuators, and so on). Next, the CPU of the gamemachine main body 27 acquires a number of controller mode lists equal tothe number of modes possessed by the game machine manipulation deviceCT10 at subsequent step SP53. In this way, the CPU of the game machinemain body 27 can acquire information (information on the modes, theactuators and so on) on the game machine manipulation device CT10 b ingconnected thereto, sets a mode suitable to the contents of a game playedat this time in accordance with the acquir d information at step SP54,and proceeds to step SP55 to switch OFF th param t r setting mod of thegame machin manipulation device 10.

[0138]FIG. 28 illustrates a controller actuator information acquisitionprocedure executed by the game machine main body 27. The CPU of the gamemachine main body 27 enters the processing procedure at step SP60, andtransmits a command (FIG. 15) for setting ON the parameter setting modeto the game machine manipulation device CT10 at step SP61 to switch thegame machine manipulation d vice CT10 to the parameter setting modedescribed above with reference to FIG. 14.

[0139] Then, the CPU of the game machine main body 27 proceeds tosubsequent step SP62 to acquire information on the controller (a totalnumber of modes available to the game machine manipulation device CT10,a total number of actuators, and so on). Next, the CPU of the gamemachine main body 27 acquires a number of actuator information(including consumed current data) equal to the number of actuatorspossessed by the game machine manipulation device CT10 with the actuatorinformation acquisition command described above with reference to FIG.19 at subsequent step SP63. In this way, the CPU of the game machinemain body 27 can acquire the information on the actuators (responsemeans 21, 51) disposed in the game machine manipulation device CT10being connected ther to, and then proceeds to step SP64 to switch OFFthe param ter setting mode of the game machine manipulation device CT10.

[0140]FIG. 29 illustrates an actuator (response means 21, 51) currentlimit processing procedure executed by the CPU of the game machine mainbody 27. The CPU of the game machine main body 27 determines whether ornot the valu of a current to be applied to each actuator is limited bythe current limit processing, when it sets a parameter for ach actuatorin the game machine manipulation device CT10 (i.e., when it drives eachactuator). More specifically, the CPU of the game machine main body 27,which has acquired a consumed current required to each actuator(response means 21 and/or 51) in the game machine manipulation deviceCT10 by the actuator information acquisition processing described abovewith reference to FIG. 28, calculates at step SP71 the value of totalcurrents possibly consumed by all the actuators (respons m ans 21, 51)to be driven in accordance with the cont nts of a game under progress,based on the consumed current data previously acquired thereby. Then, atsubsequent step SP72, the CPU determines whether or not the value oftotal consumed current exceeds a predetermined value. If an affirmativeresult is obtained, this means that if all the actuators to be drivenare actually driven with determined current values, most current islikely to be consumed by an actuator which essentially consumes morcurrent, with the result that an actuator which consum s less currentwould hardly be vibrated.

[0141] Therefore, the CPU of the game machine main body 27 proceeds tostep SP73 to execute processing for clipping a maximum value of acurrent to be applied to an actuator which consumes more current, inorder to limit a total current consumed by all the actuators to thepredetermined value or less. In this embodiment, the game machinemanipulation device CT10 has the response means 21 for g neratingvibrations by rotating the motor 24 serving as an actuator, and theresponse means 51 of voice coil type having a vibrator for generatingreciprocal vibrations. In this case, a restriction is only conducted toclip a maximum value of a current applied to the response means 51 ofvoice coil type because the value of current applied to the responsemeans 51 can be limited by the game machine main body 27. As thiscurrent limit processing, the response means 51 may be applied with acurrent having a waveform (current value data) with a clipped maximumvalue, such as those described above with reference to FIGS. 10 and 11.

[0142] Thus, the CPU of the game machine main body 27 applies thecurrent values determined at step SP73 for the r sp ctive actuators in aparameter setting operation at following step SP74, thereby achi vingsuch a current limitation as to generate without fail intendedvibrations from the actuator (response means 21), which essentiallyconsumes less current and generates relatively weak vibrations, whileonly slightly reducing the strength and th amplitude of vibrationsgenerated by the actuator (response means 51) which consumes morecurrent and g nerates relatively strong vibrations.

[0143] Conversely, if a negative result is obtained at st p SP72, thismeans that the current need not be limited, so that the CPU of the gamemachine main body 27 appli s th respective actuators with the determinedcurrents.

[0144] For limiting the current, a variety of methods may b used, suchas a method of reducing the amplitude of an entire current waveform,instead of the method of applying a waveform having a clipped maximumcurrent value. Also, when the game machine manipulation device CT10 isprovided with a plurality of current controllable response means (forexample, response means of voice coil type), a variety of limitingmethods may be used, such as liming currents to all response means,instead of the method of limiting a current to the response means whichconsum s the most current.

[0145]FIG. 30 illustrates a communication processing stat b twe n thegame machine main body 27 and the game machine manipulation device CT10in a protocol 2.0 mode which permits the game machine main body 27 totransmit a command for inquiring the game machine manipulation deviceCT10 for its functions and a command for setting a variety of modes inthe game machine manipulation device CT10. After the game machine mainbody 27 is powered on, the game machine manipulation device CT10 entersan initial setting mode from step SP82 to step SP88, wherein informationon modes and actuators in the game machine manipulation device CT10 istransmitted to the game machine main body 27 in the parameter settingmode described above with reference to FIG. 14, and a mode andparameters for the actuators are set in accordance with a settingcommand from the game machine main body 27 bas d on such information.

[0146] After finishing the initial settings as above, the game machinemanipulation device CT10 enters a normal mode from step SP91 to stepSP93, wherein the game machine manipulation device CT10 performscommunication processing with the game machine main body 27 to setparameters for the actuators in accordance with the contents of a gameunder progress, transmit information on manipulations of manipulationbuttons or analog joysticks, made by th user, to the game machine mainbody 27, and perform other associated op rations. In this normal state,when a r quest for acquiring information on buttons and joysticks istransmitted from the game machine main body 27 to the game machinemanipulation device CT10, data for setting parameters for actuators istransmitted together with the command to set parameters forpredetermined actuators, so that the actuators can be vibrated.

[0147] In this normal mode, if a parameter is to be set for an arbitraryactuator, for example, by software associated with a game, a parametersetting command is transmitted from the game machine main body 27 to thegam machine manipulation device CT10, so that the game machinmanipulation device CT10 can set the parameter for the arbitraryactuator specified at this time.

[0148] Also, in the normal mode, if an operation mod (analog controlmode or digital control mode) is specified for the game machinemanipulation device CT10, for example, by software associated with agame, a parameter setting command is transmitted from the game machinemain body 27 to the game machine manipulation device CT10 to caus thegame machine manipulation device CT10 to be in a controller mode switchmode. Then, the game machine manipulation device CT10 proceeds from stepSP82 to st p SP89 to transmit a controller mode list to the game machinemain body 27, and switches the mode in accordance with a controller modesetting command transmitted back from th game machin main body 27 inresponse thereto. When manipulating the mode change-over switch 38 (FIG.4) disposed on the game machine manipulation device CT10, the gamemachine main body 27 detects this and likewise enters the controllermode switch mode to switch the mode of th game machine manipulationdevice CT10.

[0149]FIG. 31 illustrates exemplary communications that are made toswitch from a protocol 1.0 to the protocol 2.0 mode, to acquisition ofcontroller information and so on, to acquisition of button information,and to setting of actuators. Here, the protocol 1.0 mode is a protocolmode in which the game machine main body 27 does not perform inquiry orthe like to the game machine manipulation device CT10 for its functions,in which case the controller button information acquisition command(FIG. 24) is only set as a command transmitted from the game machinemain body 27 to the game machine manipulation device CT10. In thisembodiment, protocol modes set for the game machine main body 27 and thegame machine manipulation device CT10 support both the protocol 1.0 modeand the protocol 2.0 mode, and the controller button acquisition command(FIG. 24) and the parameter setting command (FIG. 15) are both set ascommands to be transmitted from the game machine main body 27 to the gammachine manipulation device CT10. Thus, when a request for switching tothe protocol 2.0 mod as shown in FIG. 31B is transmitted to the gamemachine manipulation device CT10 which is operating in the protocol 1.0mode in FIG. 31A, the game machine manipulation device CT10 enters acontroller parameter setting mode as shown in FIG. 31C. Subsequently, asshown in FIG. 31D, a command for acquiring controller/actuatorinformation is transmitted from the game machine main body 27 to thegame machine manipulation device CT10 in a controller setting mode, andcontroller mode/actuator parameters are set for the game machinemanipulation device CT10.

[0150] Then, when a command for terminating the controller parametersetting mode is transmitted from the game machine main body 27 to thegame machine manipulation device CT10 as shown in FIG. 31E, the gamemachine manipulation device CT10 continuously operates in the protocol2.0 mode as shown in FIG. 31F.

[0151]FIG. 32 shows exemplary communications when th controller mode is'switched. When the game machine manipulation device CT10 is operating ina “0004” mode, which is one of controller modes, in FIG. 32A, acontroller parameter setting command is transmitted from the gamemachine main body 27 as shown in FIG. 32B, and a controller mode switchcommand is subsequently transmitt d from the game machine main body 27as shown in FIG. 32C, causing th gam machin manipulation device CT10 toop rate in the controller parameter setting mode. Then, as a controllerinformation acquisition command is transmitted from the game machinemain body 27 in FIG. 32D, controller information is transmitted from thegame machine manipulation device CT10 to the game machine main body 27.Finally, a command for setting OFF the controller parameter setting modeis transmitted from the game machine main body 27 to the game machinemanipulation d vice CT10 as illustrated in FIG. 32E, the game machinemanipulation device CT10 receives this command, and b gins to operate ina “0007” mode, which is a new controller mode, as shown in FIG. 32F. Asa result, the controller has been switched from the “0004” mode to the“0007” mode.

[0152] In the foregoing configuration, when the game machine main body27 receives at step SP101 manipulation data of the game machinemanipulation device CT10, which has been converted into serial data, asillustrated in FIG. 33, data on an operation target representative ofthe contents of a game is compared with the received serial data todetermine whether the two data present a hit state at subsequent stepSP102.

[0153] At step SP103, when the data on the operation target matches theserial data, i.e., when a hit occurs, the operation target, presentingthe hit, is displayed on the monitor scre n at step SP107, dynamictransmission data is outputted at step SP104, and the dynamictransmission data is converted into serial data which is th ntransmitted as a particular response signal to the game machinemanipulation device CT10 at step SP105. This response signal includesdata for specifying one or both of the actuators (response means 21and/or 51) disposed in th game machine manipulation device CT10, as wellas a voltage and a current to be applied to each of the specifiedresponse means and an application time. For the r sponse means 51 out ofthe specified response means, th value of current applied thereto islimited as required in consideration of a total current consumed. Thisresponse signal is converted into serial data, and transmitted from thegame machine main body 27 to the game machine manipulation device CT10as data in the fourth byte to the ninth byte previously shown in theupper column of FIG. 24.

[0154] Afterwards, the CPU of the game machine 27 waits for data fromthe game machine manipulation device CT10 at step SP106.

[0155] The dynamic transmission data transmitted from the game machinemain body 27 to the game machine manipulation d vice CT10 is received bythe CPU of the game machin manipulation device CT10 at step SP11 in FIG.34. If it is determin d at step SP112 that this data is the dynamictransmission data, th CPU of th gam machine manipulation device CT10proceeds to step SP115 to driv the driver 34 (FIG. 13). Then, the CPU ofthe game machine manipulation device CT10 supplies the then specifiedresponse means 21 and/or 51 with voltages and currents being suppliedfrom the game machine main body 27 for a predetermined time at stepSP119.

[0156] Conversely, if it is determined at step SP112 that received datais not dynamic transmission data, the CPU of the game machinemanipulation device CT10 proceeds to step SP113 to wait for an input ormanipulation of a manipulation button or an analog joystick. If anaffirmative result is obtained, the CPU of the game machine manipulationdevice CT10 proceeds to step SP114 to input manipulation data. Then, atstep SP115, the microcomputer processing is performed (processing by theCPU). Specifically, in this microcomputer processing, manipulation datais returned from the game machine manipulation device CT10 in responseto a controller button information acquisition command (FIG. 24)transmitted from the game machine main body 27 to the game machinemanipulation device CT10. The CPU of the game machine manipulationdevice CT10 converts the manipulation data into serial data which istransmitted to the game machine main body 27 at step SP116, and thenproceeds to the subsequent step SP117 to wait for data from the gamemachine body 27.

[0157] Also, when a parameter setting mode ON command (FIG. 15) istransmitted from the game machine main body 27, th CPU of the gamemachine manipulation device CT10 receives this command, and thentransmits to the game machine main body 27 information on the gamemachine manipulation d vice CT10 itself (information on available modesin the game machine manipulation device CT10, the actuators possessed bythe game machine manipulation device CT10, and so on) in themicrocomputer processing at step SP115. Further, the CPU of the gamemachine manipulation device CT10 can set a variety of modes (digitalcontrol mod analog control mode) and parameters for the actuators inaccordance with a mode setting request and a paramet r setting requestfrom the game machine main body 27.

[0158] Thus, according to the foregoing configuration, by transmitting aparameter setting command (FIG. 15) from the game machine main body 27to the game machine manipulation device CT10, it is possible to inquirefunctions of the game machine manipulation device CT10 connected to thegame machine main body 27 and to set a mode in the game machinemanipulation device CT10 and parameters for the actuators. Therefore,when any of various game machine manipulation devices is connected to thgame machine main body 27, the game machine main body 27 can reliablydetermine functions of a game machin manipulation device being connectedthereto, so that the game machine main body 27 can transmit commandssuitable for the connected game machine manipulation device to correctlyoperate the respective actuators in the gam machine manipulation device.

[0159] While the foregoing embodiment has been describ d for the gamemachine manipulation device CT10 which is equipped with the responsemeans 21 for generating vibrations using a motor 24 and a response means51 of voice coil type employed as actuators, the present invention isnot limited to such particular means. Alternatively, any number ofresponse means and a variety of combinations thereof can be applied foractuators. For example, a plurality of response means of voice coil typemay be provided, a response means of motor type for g nerating low speedvibrations may be combined with a response means of motor type forgenerating high speed vibrations, and so on.

[0160] Also, in place of response means for generating vibrations, thosefor generating light and those for generating sound may be used.

[0161] Further, while the foregoing embodiment has been describ d for thsingl game machine manipulation device CT10 conn ct d to th game machinmain body 27, the present invention is not limited to the one-to-oneconnection. For example, a connection technique referred to as“multi-tap” may be used to connect a plurality of game machinemanipulation devices (for example, four) to the game machine main body27, such that the game machine main body 27 may inquire functions foreach of the connected manipulation devices and set a mode and parametersfor each of the connected manipulation devices.

[0162] In this case, by using the communication continuation commanddescribed above with reference to FIG. 21, it is possible to transmitdata which overflow in on communication session.

[0163] In this way, when a plurality of game machine manipulationdevices are connected, a consumed current will be increased for drivingactuators (response means) in all the game machine manipulation devices.In this case, however, the consumed current can be effectively limitedwithout deteriorating vibrations of required actuators by limiting acurrent value to certain actuator(s) by the current limit processingdescribed above with reference to FIG. 29.

[0164] Also, in the foregoing embodiment, a current consumed by theresponse means in the game machine manipulation device is fetched intothe game machine main body 27 as consum d pow r information, such thatthe value of a current applied to a response means is limited inaccordance with the information. The present invention is not limited tothis particular manner of controlling a current value. Alternatively, avariety of forms such as a combination of a current and a voltage,voltage values, and so on may be applied as control parameters forelectric power information and the response means.

INDUSTRIAL APPLICABILITY

[0165] In a game apparatus, game machine manipulation device, gamesystem, and interactive communication method, the invention can beutilized for the case of connecting a variety of game machinemanipulation devices having a variety of functions to a game machinemain body.

1. A game apparatus having a reproducing function for a recording mediumand having bidirectional communication means for receiving data ofmanipulations performed by a plurality of manipulation members from agame machine manipulation device and for transmitting predeterminedcontrol data to said game machine manipulation device, wherein:information regarding how a response means performs a response action isfetched as function information from the game machine manipulationdevice, the response means performing a response according to aninstruction from the game apparatus and being possessed by said gamemachine manipulation device, and said predetermined control data istransmitted to the game machine manipulation device based on saidfunction information from said game machine manipulation device.
 2. Agame apparatus according to claim 1, wherein: said information regardinghow a response means performs the response action includes at least oneof the following actions of the response means: a vibrating action, alight generating action, and a sound generating action.
 3. A gameapparatus according to claim 2, wherein: said information regarding howa response means performs the response action is of said vibratingaction of the response means and includes vibration manner types asinformation of the vibrating action.
 4. A game apparatus according toclaim 1, wherein: said function information includes information of acombination of the response means which are operable simultaneously inaccordance with an instruction from the game apparatus.
 5. A gameapparatus according to claim 1, wherein: said function informationincludes information representing a mode that is able to be set by thegame machine manipulation device.
 6. A game apparatus having areproducing function for a recording medium and having bidirectionalcommunication means for receiving data of manipulations performed by aplurality of manipulation members from a game machine manipulationdevice and for transmitting predetermined control data to said gamemachine manipulation device, wherein: information as functioninformation including each current consumption value of at least one ofresponse means that perform a response action according to aninstruction from the game apparatus is fetched, said response meansbeing possessed by said game machine manipulation device, gross currentconsumption values of all of said response means, which are prepared forperforming the response action in accordance with ongoing game contents,are obtained based on said function information, when the gross currentconsumption value is larger than a predetermined specified value, eitherof the following is performed so as to make the gross currentconsumption value be not more than the specified value; predeterminedcontrol data is generated to limit a current consumption value of aresponse means having a large current consumption value, out of all theresponse means which are prepared for performing the response action,and predetermined control data is generated to limit the currentconsumption values of all the response means which are prepared forperforming the response action, and said predetermined control data istransmitted to the game machine manipulation device so as to make allthe response means which are prepared for performing the response actionperform the response action.
 7. The game apparatus according to claim 6,wherein: a current consumption waveform having a large currentconsumption value is a rectangular wave, and the limitation of thecurrent consumption value of the response means is made by modifyingboth the rise (front end) and the decay (tail end) of the rectangularwave into stairs-shaped waves by partially notching the rectangularwave.
 8. The game apparatus according to claim 6, wherein: a limitationof the current consumption value of the response means having a largecurrent consumption value is made by a reduction of amplitude of acurrent consumption waveform.
 9. The game apparatus according to claim6, wherein: said predetermined control data includes data representingcurrent to be applied, a voltage to be applied and a time to be applied.10. The game apparatus according to claim 6, wherein: said functioninformation includes information regarding how a response means performsthe response action.
 11. The game apparatus according to claim 10,wherein: said information regarding how the response means performs theresponse action represents at least one of the following actions of theresponse means: a vibrating action, a light generating action, and asound generating action.
 12. The game apparatus according to claim 10,wherein: said information regarding how the response means performs theresponse action is of a vibrating action of the response means andincludes vibration manner types as information of the vibrating action.13. The game apparatus according to claim 6, wherein: said functioninformation includes a combination information of the response meanswhich are operable simultaneously in accordance with an instruction fromthe game apparatus.
 14. The game apparatus according to claim 6,wherein: said function information includes information representing amode that is able to be set by the game machine manipulation device, andthe mode of the game machine manipulation device is set based on saidfunction information.
 15. The game apparatus according to claim 14,wherein: said function information includes identification informationof said game machine manipulation device.
 16. The game apparatusaccording to claim 14, wherein: said function information includesinformation representing either of an analogue mode and a digital mode,which are communication control modes for said game machine manipulationdevice, and said game machine manipulation device is set either of saidanalogue mode and said digital mode.
 17. The game apparatus according toclaim 14, wherein: said function information includes either ofoperation information and pose information for a communication controlmode switching manipulation member of said game machine manipulationdevice; and said function information is selectively provided to saidgame machine manipulation device so as to set said communication controlmode switching manipulation member of said game machine manipulationdevice in an operative state or in a pose state.
 18. The game apparatusaccording to claim 14, wherein: a mode represented by said functioninformation is transmitted as a setting command exclusively for saidgame machine manipulation device at an arbitrary timing.
 19. A gamemachine manipulation device being connected to a game apparatus andhaving bidirectional communication means for transmitting data ofmanipulations performed by a plurality of manipulation members to saidgame apparatus and for receiving predetermined control -data from saidgame apparatus, comprising: a response means which performs a responseaction according to an instruction from the game apparatus, and astoring means for storing, as function information, informationregarding how the response means performs the response action, wherein,said function information stored in said storing means is transmitted tothe game apparatus in accordance with an information request commandfrom the game apparatus.
 20. A game machine manipulation deviceaccording to claim 19, wherein: plural types of response means eachhaving a variety of functions, respectively, are provided as responsemeans, the storing means stores information regarding the responseaction for each of the plural types of response means, and said functioninformation including the information regarding the response action foreach of the plural types of response means is transmitted in accordancewith the information request command from the game apparatus.
 21. A gamemachine manipulation device according to claim 20, comprising at leasttwo of the following as said response means: a first actuator whichcauses vibration in a predetermined vibration manner, a second actuatorwhich causes vibration in a manner different from that caused by thefirst actuator, a light generating means which generates light, and asound generating means which generates sound.
 22. A game machinemanipulation device according to claim 20, wherein: said functioninformation includes information of a combination of the response meanswhich are operable simultaneously in accordance with an instruction fromthe game apparatus, out of the plural types of response means.
 23. Agame machine manipulation device according to claim 19, wherein: saidfunction information includes information representing a mode which isable to be set by the game machine manipulation device.
 24. A gamesystem comprising a game machine manipulation device being conInected toa game apparatus and having bidirectional communication means fortransmitting data of manipulations performed by a plurality ofmanipulation members to said game apparatus and for receivingpredetermined control data from said game apparatus, and said gameapparatus having a reproducing function for a recording medium andhaving bidirectional communication means for receiving data ofmanipulations performed by a plurality of manipulation members from saidgame machine manipulation device and for transmitting predeterminedcontrol data to said game machine manipulation device, wherein: the gamemachine manipulation device is provided with a response means whichperforms a response action according to an instruction from the gameapparatus and a storing means for storing information as functioninformation regarding how the response means performs the responseaction, and transmits the function information stored in the storingmeans in response to a information request command from the gameapparatus, and the game apparatus transmits the information requestcommand to the game machine manipulation device, fetches the functioninformation based on the information request command from the gamemachine manipulation device and transmits the predetermined control datato the game machine manipulation device, based on the functioninformation.
 25. A game system according to claim 24, wherein: said gamemachine manipulation device comprises, as said response means, pluraltypes of response means each having various functions, respectively,said storing means stores information regarding a response action foreach of the plural types of the response means, as said functioninformation, and said function information including the informationregarding the response action for each of the plural types of responsemeans is transmitted to said game apparatus in accordance with theinformation request command from the game apparatus.
 26. A game systemcomprising a game machine manipulation device being connected to a gameapparatus and having bidirectional communication means for transmittingdata of manipulations performed by a plurality of manipulation membersto said game apparatus and for receiving predetermined control data fromsaid game apparatus, said game apparatus having a function ofreproducing a recording medium and having bidirectional communicationmeans for receiving data of manipulations performed by a plurality ofmanipulation members from said game machine manipulation device and fortransmitting predetermined control data to said game machinemanipulation device, wherein: the game machine manipulation devicecomprises at least one response means which performs a response actionaccording to an instruction from the game apparatus and a storing meansfor storing information including each current consumption value foreach of the response means as a function information, wherein, saidfunction information stored in the storing means is transmitted to thegame apparatus in response to the information request command from thegame apparatus, and wherein, said game apparatus transmits theinformation request command to the game machine manipulation device andfetches the function information as a response to the informationrequest command from the game machine manipulation device, gross currentconsumption values of all of said response means to be prepared forperforming a response action in accordance with ongoing game contentsare obtained based on said function information, when the gross currentconsumption value is larger than a predetermined specified value, eitherof the followings is performed so as to make the gross currentconsumption value be not more than the specified value;  predeterminedcontrol data is generated to limit a current consumption value of aresponse means having a large current consumption value, out of all theresponse means to be prepared for performing the response action, and predetermined control data is generated to limit the currentconsumption values of all the response means to be prepared forperforming the response action, and said predetermined control data istransmitted to the game machine manipulation device so as to make allthe response means which are prepared for performing the response actionperform the response action.
 27. A game system according to claim 26,wherein: said game machine manipulation device comprises as saidresponse means with plural types of response means having a variety offunctions, said storing means stores information including a currentconsumption value for each of the plural types of response means as afunction information, and the function information including the currentconsumption value information of the plural types of said response meansis transmitted to the game apparatus in response to the informationrequest command from the game apparatus.
 28. A game system according toclaim 26, wherein: a current consumption waveform having a large currentconsumption value is a rectangular wave, and the limitation of thecurrent consumption value of the response means is made by modifyingboth the rise and the decay of the rectangular wave into stairs-shapedwaves by partially notching the rectangular wave.
 29. A game systemaccording to claim 26, wherein: a limitation of the current consumptionof the response means having a large current consumption valuerepresents a reduction of amplitude of a current consumption waveform.30. A game system according to claim 26, wherein: said predeterminedcontrol data includes data representing current to be applied, a voltageto be applied and a time to be applied.
 31. A game system according toclaim 26, wherein: said function information includes informationrepresenting a mode which is able to be set by the game machinemanipulation device, and said game apparatus sets the mode of the gamemachine manipulation device based on the function information.
 32. Agame system according to claim 31, wherein: said function informationincludes information representing either of an analogue mode and adigital mode, which are communication control modes for said gamemachine manipulation device, and said game machine manipulation deviceis set in either of an analogue mode and a digital mode.
 33. Abidirectional communication method for a game apparatus for receivingdata of manipulation performed by a plurality of manipulation membersfrom a game machine manipulation device and for transmittingpredetermined control data to said game machine manipulation device,said bidirectional communication method comprising the steps of:transmitting information request command to the game machinemanipulation device, receiving function information as a response tosaid information request command, which is stored in a nonvolatilestoring means possessed by said game machine manipulation device andwhich is able to be set from said game apparatus and relates to afunction of said game machine manipulation device, and setting afunction of said game machine manipulation device based on said functioninformation from the game machine manipulation device.
 34. Abidirectional communication method for a game apparatus according toclaim 33, wherein: said function information includes informationrepresenting either of an analogue mode and a digital mode, which arecommunication control modes for said game machine manipulation device,and said game machine manipulation device is set in either of saidanalogue mode and said digital mode.
 35. A bidirectional communicationmethod for a game apparatus according to claim 33, wherein: saidfunction information includes either of operation information and poseinformation of a communication control mode switching manipulationmember of said game machine manipulation device; and said functioninformation is selectively provided to said game machine manipulationdevice so as to set said communication control mode switchingmanipulation member of said game machine manipulation device in anoperative state or in a pose state.
 36. A bidirectional communicationmethod for a game apparatus for receiving data of manipulation performedby a plurality of manipulation members from a game machine manipulationdevice and for transmitting predetermined control data to said gamemachine manipulation device, said bidirectional communication methodcomprising the steps of: transmitting an information request command tosaid game machine manipulation device, receiving from said game machinemanipulation device as a response to said information request command, afunction information including information regarding how a responsemeans, which is possessed by said game apparatus, performs a responseaction, said response means performing the response action according toan instruction from said game apparatus, and transmitting apredetermined control data to said game machine manipulation devicebased on said function information of said game machine manipulationdevice.
 37. A bidirectional communication method according to claim 36,wherein said function information includes information representing amode which is able to be set by said game machine manipulation device.38. A bidirectional communication method for a game apparatus forreceiving data of manipulation performed by a plurality of manipulationmembers from a game machine manipulation device and for transmittingpredetermined control data to said game machine manipulation device,said bidirectional communication method comprising the steps of:transmitting an information request command to said game machinemanipulation device, receiving function information as a response tosaid information request command, including each current consumptionvalue of at least one of response means that is possessed by said gamemachine manipulation device and performing a response action accordingto an instruction from the game apparatus, obtaining a gross currentconsumption value of all of said response means to be prepared forperforming a response action in accordance with ongoing game contentsbased on said function information, when the gross current consumptionvalue is larger than a predetermined specified value, either of thefollowing is performed so as to make the gross current consumption valuebe not more than the specified value: generating predetermined controldata to limit a current consumption value of a response means having alarge current consumption value, out of all the response means to beprepared for performing the response action, and generatingpredetermined control data to limit the current consumption values ofall the response means to be prepared for performing the responseaction, and transmitting said predetermined control data to the gamemachine manipulation device so as to make all the response means whichare prepared for performing the response action perform the responseaction.
 39. A bidirectional communication method according to claim 38,wherein: a current consumption waveform having a large currentconsumption value is a rectangular wave, and the limitation of thecurrent consumption value of the response means is made by modifyingboth the rise and the decay of the rectangular wave into stairs-shapedwaves by partially notching the rectangular wave.
 40. A bidirectionalcommunication method according to claim 38, wherein: a limitation of thecurrent consumption of the response means having a large currentconsumption value represents a reduction of amplitude of a currentconsumption waveform.
 41. A bidirectional communication method accordingto claim 38, wherein: said predetermined control data includes datarepresenting current to be applied, a voltage to be applied and a timeto be applied.
 42. A bidirectional communication method according toclaim 38, wherein: said function information includes informationindicating a mode that is able to be set by the game machinemanipulation device, and the mode of the game machine manipulationdevice is set based on said function information.
 43. A bidirectionalcommunication method according to claim 38, wherein: said functioninformation includes information representing either of an analogue modeand a digital mode, which are communication control modes for said gamemachine manipulation device, and said game machine manipulation deviceis set in either of said analogue mode and said digital mode.